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Rasumichin
QUOTE (Kliko @ Sep 21 2009, 02:31 PM) *
Didn't APDS-rounds used to be the spirit-killer ammunition back in sr3?


They still work fine (F4-6 spirits can be hurt easily with an SMG with APDS), but AV is even better.

And a twinked troll with a nodachi could also stand up against spirits of moderate force.

However, really maxed-out, experienced adepts specializing in unarmed combat are probably the runners with the highest damage output per attack, (probably) barring vehicle-only weaponry such as the lovely Itzcoatl railgun.

The advantage of the adepts is that they ignore the Immunity to Normal Weapons alltogether, as their attacks do magical damage anyway.
Also a great way to hurt regenerating critters.
pbangarth
QUOTE (pbangarth @ Sep 20 2009, 10:04 AM) *
Excellent point, DigitalHeroin! I checked the wording of Immunity, and it doesn't require a bonded magical weapon, just that it possess the characteristic of being magical. Honestly, in 20 years of playing, this particular aspect of weapon foci never struck me.

Duh.



QUOTE (Ravor @ Sep 20 2009, 11:07 AM) *
I think a person is spilting hairs though since for all intents and purposes, an unbonded weapon focus is just a normal mundane piece of steel...


Yeah, there still is this niggling, little voice in the back of my head that says the weapon has to be active to penetrate ItNW. Only the one to whom it is bonded can activate a weapon focus, and it deactivates when it leaves contact with her.
Stahlseele
Astral Arrester < = Ignore them until they get bored and go away
Astral Hazing < = Go hug a Spirit.
Saint Sithney
If you're playing a street sam or weapons specialist, your ass had better be taking in your surroundings. Point being that the choice of where to fight is extremely important. For example, you lure a spirit until it's chased you into a 2 meter wide alley between two buildings, and then you peg it with an HE grenade. It does 10p damage to start, but the blast also travels to each wall, 1 meter each way, and is reflected back to the point of focus adding 6p and 6p for a total damage of 22p at -2ap. Result being a completely scrambled spirit. If you're in a less enclosed area, break out the M79B1 LAW and put an AV rocket in its center mass. Alternately drop a 4kg rating 10 plastique satchel charge, book it, and detonate as the spirit chases you right over it. Some spirits may be smart, but they sure as hell aren't worldly. No reason a fire elemental would know a claymore from a canteen, AFIK.

So, let it be said that there is no situation on earth that can't be remedied by the judicious use of high explosives.
Stahlseele
Take club. Light club on fire.
Presto, elemental Damage.
Wacky
QUOTE (Stahlseele)
Astral Arrester < = Ignore them until they get bored and go away


This talent only works with spirits that have the Innate Spell ability. All other effects (like Engulfling) will harm you just the same.

Sign--
Wacky
Traul
QUOTE (Stahlseele @ Oct 5 2009, 03:33 PM) *
Take club. Light club on fire.
Presto, elemental Damage.

I thought I saw a porous poison blade somewhere, but I can't find it anymore. It I didn't just dream it, you could fill it with oil or alcohol instead of poison. Add an electric lighter and you have your flame blade.
QUOTE (Wacky @ Oct 5 2009, 03:39 PM) *
This talent only works with spirits that have the Innate Spell ability. All other effects (like Engulfling) will harm you just the same.

Then go for Astral Hazing. Instant kill for low Force spirits, less armor for the rest of them, free hatred from the team Awakened cyber.gif
Psikerlord
To echo some earlier posters: stick and shock. If it's a high power spirit, leave it to your mage/adept/rigger. Swords are no more use here. Fly, you fool!
pbangarth
Excellent analogy!
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